/Engine/Source/Runtime/Engine/Public/ISMPartition/ISMComponentDescriptor.h
Struct that holds the relevant properties that can help decide if instances of different StaticMeshComponents/InstancedStaticMeshComponents/HISM can be merged into a single component.
struct FISMComponentDescriptorBase
uint8:  1
bAffectDistanceFieldLighting
uint8:  1
bAffectDynamicIndirectLighting
uint8:  1
bCastContactShadow
uint8:  1
bCastDynamicShadow
uint8:  1
bCastShadow
uint8:  1
bCastShadowAsTwoSided
uint8:  1
bCastStaticShadow
uint8:  1
bConsiderForActorPlacementWhenHidden
uint8:  1
bEnableDensityScaling
uint8:  1
bEnableDiscardOnLoad
uint8:  1
bEvaluateWorldPositionOffset
uint8:  1
bGenerateOverlapEvents
TEnumAsByte<EH...
bHasCustomNavigableGeometry
uint8:  1
bHiddenInGame
uint8:  1
bIncludeInHLOD
uint8:  1
bIsEditorOnly
FBodyInstance
BodyInstance
uint8:  1
bOverrideLightMapRes
uint8:  1
bReceivesDecals
uint8:  1
bRenderCustomDepth
uint8:  1
bReverseCulling
uint8:  1
bUseAsOccluder
uint8:  1
bUseDefaultCollision
uint8:  1
bVisible
uint8:  1
bVisibleInRayTracing
TSubclassOf<UI...
ComponentClass
int32
CustomDepthStencilValue
ERendererStenci...
CustomDepthStencilWriteMask
TEnumAsByte< en...
DetailMode
uint32
Hash
EHLODBatchingPo...
HLODBatchingPolicy
int32
InstanceEndCullDistance
float
InstanceLODDistanceScale
int32
InstanceStartCullDistance
FLightingChanne...
LightingChannels
ELightmapType
LightmapType
TEnumAsByte<EC...
Mobility
int32
OverriddenLightMapRes
ERayTracingGrou...
RayTracingGroupCullingPriority
int32
RayTracingGroupId
EShadowCacheInv...
ShadowCacheInvalidationBehavior
int32
TranslucencySortPriority
int32
VirtualTextureCullMips
ERuntimeVirtual...
VirtualTextureRenderPassType
int32
WorldPositionOffsetDisableDistance